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Originally Posted by PapaCharlie9*:

 

Hello Papa,

Many thanks for you reply.

For the weapons I am using ProconRulz plugin. Here an exemple: Code:

On Kill;Weapon DAO-12;PlayerCount 0;Say %p% KICKED for using Forbidden Weapons, Read: !rules ( Pistol only)! %w%;Ban
Soon, I will change for Insane limits to manage forbidden weapons too.

Also, I would like that insane limit kick low noobs ranks before they are starting to play on my server, is possible?

 

Alright I will update the version.

Why not just use ProconRulz to do both? There's no need to run Insane Limits just to kick for rank.

 

And, please try to understand: kicking noobs is the wrong solution. Why is a noob any more likely to ignore the rules than a pro? It's better to just ban any rule breaker, regardless of rank. Your Rulz already does a ban, so what is the problem?

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Originally Posted by c0re*:

 

If it's just that select range (123.456.789.0 to 123.456.789.255) you could just use this:

 


Block IP Range

 

Create a new limit to evaluate OnJoin. Set action to Kick with these settings:

Code:

kick_message = Sorry, Your IP address range is blocked on this server!
Set first_check to this Expression:

Code:

(player.IPAddress.StartsWith("123.456.789."))

If you wanted to block a group of different IP ranges, you could use a custom list and do it like this:

 

Block IP Ranges

 

Set use_custom_lists to True and create a new list with these parameters:

Code:

name = blocked_ips
data = 111.222.333., 222.333.444., etc.
Create a new limit to evaluate OnJoin. Set action to Kick with these settings:

Code:

kick_message = Sorry, Your IP address range is blocked on this server!
Set first_check to this Expression:

Code:

(plugin.isInList(player.IPAddress.Substring(0, player.IPAddress.LastIndexOf(".") + 1), "blocked_ips"))

wow, thanks for helping, i can block the ip range now :biggrin:
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Originally Posted by Sponge*:

 

Thank you for the rule but it seems to kick the players on round start but then it still allows players to join from overseas. I want to block all over seas players until the player start on round is under 14. so kind of like a switch turning on and off.

 

 

Do you mean changing the OnRoundStart event code to something like the following?

Code:

// Non-AU & NZ Kicker

int iThreshold = 14;
int iCount = 0;

if (server.PlayerCount <= iThreshold) return false;

List<PlayerInfoInterface> lstPlayers = new List<PlayerInfoInterface>();
lstPlayers.AddRange(team1.players);
lstPlayers.AddRange(team2.players);

foreach (PlayerInfoInterface p in lstPlayers)
{
    if (!Regex.Match(p.CountryCode, "(AU|NZ)", RegexOptions.IgnoreCase).Success) iCount++;
}

// If kicking OS players drops the server count lower then threshold, exit
if (server.PlayerCount - iCount <= iThreshold) return false;

plugin.PRoConChat("^9Threshold exceeded: Kicking all overseas players!^0");

// Kicking OS players is OK
foreach (PlayerInfoInterface p in lstPlayers)
{
    if (!Regex.Match(p.CountryCode, "(AU|NZ)", RegexOptions.IgnoreCase).Success)
    {
        // Player is non-AU/NZ, so kick
        plugin.KickPlayerWithMessage(p.Name, "The server is at peak usage kicking Non AU & NZ players, sorry!");
    }
}

return false;
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Originally Posted by LCARSx64*:

 

Thank you for the rule but it seems to kick the players on round start but then it still allows players to join from overseas. I want to block all over seas players until the player start on round is under 14. so kind of like a switch turning on and off.

You need to use both the OnRoundStart and the OnJoin limits. So all up it's both of these:

 


OnJoin Non-AU & NZ Kicker

 

Create a new limit to evaluate OnJoin. Set action to Kick with these settings:

Code:

kick_message = The server is at peak usage kicking Non AU & NZ players, sorry!
Set first_check to this Expression:

Code:

(server.PlayerCount > 14 && !Regex.Match(player.CountryCode, "(AU|NZ)", RegexOptions.IgnoreCase).Success)

OnRoundStart Non-AU & NZ Kicker

 

Create a new limit to evaluate OnRoundStart. Set action to None.

 

Set first_check to this Code:

Code:

// Non-AU & NZ Kicker

int iThreshold = 14;
int iCount = 0;

if (server.PlayerCount <= iThreshold) return false;

List<PlayerInfoInterface> lstPlayers = new List<PlayerInfoInterface>();
lstPlayers.AddRange(team1.players);
lstPlayers.AddRange(team2.players);

foreach (PlayerInfoInterface p in lstPlayers)
{
    if (!Regex.Match(p.CountryCode, "(AU|NZ)", RegexOptions.IgnoreCase).Success) iCount++;
}

// If kicking OS players drops the server count lower then threshold, exit
if (server.PlayerCount - iCount <= iThreshold) return false;

plugin.PRoConChat("^9Threshold exceeded: Kicking all overseas players!^0");

// Kicking OS players is OK
foreach (PlayerInfoInterface p in lstPlayers)
{
    if (!Regex.Match(p.CountryCode, "(AU|NZ)", RegexOptions.IgnoreCase).Success)
    {
        // Player is non-AU/NZ, so kick
        plugin.KickPlayerWithMessage(p.Name, "The server is at peak usage kicking Non AU & NZ players, sorry!");
    }
}

return false;
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Originally Posted by w262035635*:

 

I was in this plugin "ProconRulz" set up two limit

1. explosive limit

2. limit the number of snipers

 

But when I add the white list.

All limit will lapse

 

 

So I'm in the "Insane Limits" added the limit explosive

 

Set limit to evaluate OnKill

set action to Kick and Say

Set first_check to this Expression:

Code:

( kill.Weapon.Equals("U_C4") ) || ( kill.Weapon.Equals("U_C4_Support") ) || ( kill.Weapon.Equals("U_Grenade_RGO") ) || ( kill.Weapon.Equals("U_M15") ) || ( kill.Weapon.Equals("U_M67") ) || ( kill.Weapon.Equals("U_SLAM") ) || ( kill.Weapon.Equals("UCAV") ) || ( kill.Weapon.Equals("XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher") ) || ( kill.Weapon.Equals("U_V40") ) || ( kill.Weapon.Equals("EODBot") ) || ( kill.Weapon.Equals("Gameplay/Gadgets/MAV/MAV") ) || ( kill.Weapon.Equals("U_USAS-12") ) || ( kill.Weapon.Equals("U_USAS-12_Nightvision") ) || ( kill.Weapon.Equals("U_M26Mass_Frag") ) || ( kill.Weapon.Equals("U_AEK971_M320_3GL") ) || ( kill.Weapon.Equals("U_AEK971_M320_FLASH") ) || ( kill.Weapon.Equals("U_AEK971_M320_HE") ) || ( kill.Weapon.Equals("U_AEK971_M320_LVG") ) || ( kill.Weapon.Equals("U_AK12_M320_3GL") ) || ( kill.Weapon.Equals("U_AK12_M320_FLASH") ) || ( kill.Weapon.Equals("U_AK12_M320_HE") ) || ( kill.Weapon.Equals("U_AK12_M320_LVG") ) || ( kill.Weapon.Equals("U_AR160_M320_3GL") ) || ( kill.Weapon.Equals("U_AR160_M320_FLASH") ) || ( kill.Weapon.Equals("U_AR160_M320_HE") ) || ( kill.Weapon.Equals("U_AR160_M320_LVG") ) || ( kill.Weapon.Equals("U_AT4") ) || ( kill.Weapon.Equals("U_CZ805_M320_3GL") ) || ( kill.Weapon.Equals("U_CZ805_M320_FLASH") ) || ( kill.Weapon.Equals("U_CZ805_M320_HE") ) || ( kill.Weapon.Equals("U_CZ805_M320_LVG") ) || ( kill.Weapon.Equals("U_FGM148") ) || ( kill.Weapon.Equals("U_FIM92") ) || ( kill.Weapon.Equals("U_L85A2_M320_3GL_V2") ) || ( kill.Weapon.Equals("U_L85A2_M320_HE_V2") ) || ( kill.Weapon.Equals("U_L85A2_M320_LVG_V2") ) || ( kill.Weapon.Equals("U_M16A4_M320_3GL") ) || ( kill.Weapon.Equals("U_M16A4_M320_FLASH") ) || ( kill.Weapon.Equals("U_M16A4_M320_HE") ) || ( kill.Weapon.Equals("U_M16A4_M320_LVG") ) || ( kill.Weapon.Equals("M224") ) || ( kill.Weapon.Equals("U_M320_3GL") ) || ( kill.Weapon.Equals("U_M320_FLASH") ) || ( kill.Weapon.Equals("U_M320_HE") ) || ( kill.Weapon.Equals("U_M320_LVG") ) || ( kill.Weapon.Equals("U_M416_M320_3GL") ) || ( kill.Weapon.Equals("U_M416_M320_FLASH") ) || ( kill.Weapon.Equals("U_M416_M320_HE") ) || ( kill.Weapon.Equals("U_M416_M320_LVG") ) || ( kill.Weapon.Equals("U_MGL") ) || ( kill.Weapon.Equals("U_NLAW") ) || ( kill.Weapon.Equals("U_QBZ951_M320_3GL") ) || ( kill.Weapon.Equals("U_QBZ951_M320_FLASH") ) || ( kill.Weapon.Equals("U_QBZ951_M320_HE") ) || ( kill.Weapon.Equals("U_QBZ951_M320_LVG") ) || ( kill.Weapon.Equals("U_RPG7") ) || ( kill.Weapon.Equals("U_Sa18IGLA") ) || ( kill.Weapon.Equals("U_SAR21_M320_3GL") ) || ( kill.Weapon.Equals("U_SAR21_M320_FLASH") ) || ( kill.Weapon.Equals("U_SAR21_M320_HE") ) || ( kill.Weapon.Equals("U_SAR21_M320_LVG") ) || ( kill.Weapon.Equals("U_SCAR-H_M320_3GL") ) || ( kill.Weapon.Equals("U_SCAR-H_M320_FLASH") ) || ( kill.Weapon.Equals("U_SCAR-H_M320_HE") ) || ( kill.Weapon.Equals("U_SCAR-H_M320_LVG") ) || ( kill.Weapon.Equals("U_SMAW") ) || ( kill.Weapon.Equals("U_SRAW") ) || ( kill.Weapon.Equals("U_Starstreak") ) || ( kill.Weapon.Equals("U_SteyrAug_M320_3GL") ) || ( kill.Weapon.Equals("U_SteyrAug_M320_FLASH") ) || ( kill.Weapon.Equals("U_SteyrAug_M320_HE") ) || ( kill.Weapon.Equals("U_SteyrAug_M320_LVG") ) || ( kill.Weapon.Equals("U_Tomahawk") ) || ( kill.Weapon.Equals("U_XM25") )
However, when the plug was found doing foul

Immediately on the server says: "XX use of weapons, kicked out of the server."

However, the implementation kicked out. Lagging 15-30 seconds

 

Are too many weapons code?

Because I can not set

Code:

(Kill.Damage.Equals ("ProjectileExplosive"))
Because it will prompt "Damage" does not exist

 

 

So I need a kick command lag solution

Or need an "Insane Limits" limit the number of snipers code

Thank you

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Originally Posted by PapaCharlie9*:

 

I was in this plugin "ProconRulz" set up two limit

1. explosive limit

2. limit the number of snipers

 

But when I add the white list.

All limit will lapse

 

 

So I'm in the "Insane Limits" added the limit explosive

 

Set limit to evaluate OnKill

set action to Kick and Say

Set first_check to this Expression:

Code:

( kill.Weapon.Equals("U_C4") ) || ( kill.Weapon.Equals("U_C4_Support") ) || ( kill.Weapon.Equals("U_Grenade_RGO") ) || ( kill.Weapon.Equals("U_M15") ) || ( kill.Weapon.Equals("U_M67") ) || ( kill.Weapon.Equals("U_SLAM") ) || ( kill.Weapon.Equals("UCAV") ) || ( kill.Weapon.Equals("XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher") ) || ( kill.Weapon.Equals("U_V40") ) || ( kill.Weapon.Equals("EODBot") ) || ( kill.Weapon.Equals("Gameplay/Gadgets/MAV/MAV") ) || ( kill.Weapon.Equals("U_USAS-12") ) || ( kill.Weapon.Equals("U_USAS-12_Nightvision") ) || ( kill.Weapon.Equals("U_M26Mass_Frag") ) || ( kill.Weapon.Equals("U_AEK971_M320_3GL") ) || ( kill.Weapon.Equals("U_AEK971_M320_FLASH") ) || ( kill.Weapon.Equals("U_AEK971_M320_HE") ) || ( kill.Weapon.Equals("U_AEK971_M320_LVG") ) || ( kill.Weapon.Equals("U_AK12_M320_3GL") ) || ( kill.Weapon.Equals("U_AK12_M320_FLASH") ) || ( kill.Weapon.Equals("U_AK12_M320_HE") ) || ( kill.Weapon.Equals("U_AK12_M320_LVG") ) || ( kill.Weapon.Equals("U_AR160_M320_3GL") ) || ( kill.Weapon.Equals("U_AR160_M320_FLASH") ) || ( kill.Weapon.Equals("U_AR160_M320_HE") ) || ( kill.Weapon.Equals("U_AR160_M320_LVG") ) || ( kill.Weapon.Equals("U_AT4") ) || ( kill.Weapon.Equals("U_CZ805_M320_3GL") ) || ( kill.Weapon.Equals("U_CZ805_M320_FLASH") ) || ( kill.Weapon.Equals("U_CZ805_M320_HE") ) || ( kill.Weapon.Equals("U_CZ805_M320_LVG") ) || ( kill.Weapon.Equals("U_FGM148") ) || ( kill.Weapon.Equals("U_FIM92") ) || ( kill.Weapon.Equals("U_L85A2_M320_3GL_V2") ) || ( kill.Weapon.Equals("U_L85A2_M320_HE_V2") ) || ( kill.Weapon.Equals("U_L85A2_M320_LVG_V2") ) || ( kill.Weapon.Equals("U_M16A4_M320_3GL") ) || ( kill.Weapon.Equals("U_M16A4_M320_FLASH") ) || ( kill.Weapon.Equals("U_M16A4_M320_HE") ) || ( kill.Weapon.Equals("U_M16A4_M320_LVG") ) || ( kill.Weapon.Equals("M224") ) || ( kill.Weapon.Equals("U_M320_3GL") ) || ( kill.Weapon.Equals("U_M320_FLASH") ) || ( kill.Weapon.Equals("U_M320_HE") ) || ( kill.Weapon.Equals("U_M320_LVG") ) || ( kill.Weapon.Equals("U_M416_M320_3GL") ) || ( kill.Weapon.Equals("U_M416_M320_FLASH") ) || ( kill.Weapon.Equals("U_M416_M320_HE") ) || ( kill.Weapon.Equals("U_M416_M320_LVG") ) || ( kill.Weapon.Equals("U_MGL") ) || ( kill.Weapon.Equals("U_NLAW") ) || ( kill.Weapon.Equals("U_QBZ951_M320_3GL") ) || ( kill.Weapon.Equals("U_QBZ951_M320_FLASH") ) || ( kill.Weapon.Equals("U_QBZ951_M320_HE") ) || ( kill.Weapon.Equals("U_QBZ951_M320_LVG") ) || ( kill.Weapon.Equals("U_RPG7") ) || ( kill.Weapon.Equals("U_Sa18IGLA") ) || ( kill.Weapon.Equals("U_SAR21_M320_3GL") ) || ( kill.Weapon.Equals("U_SAR21_M320_FLASH") ) || ( kill.Weapon.Equals("U_SAR21_M320_HE") ) || ( kill.Weapon.Equals("U_SAR21_M320_LVG") ) || ( kill.Weapon.Equals("U_SCAR-H_M320_3GL") ) || ( kill.Weapon.Equals("U_SCAR-H_M320_FLASH") ) || ( kill.Weapon.Equals("U_SCAR-H_M320_HE") ) || ( kill.Weapon.Equals("U_SCAR-H_M320_LVG") ) || ( kill.Weapon.Equals("U_SMAW") ) || ( kill.Weapon.Equals("U_SRAW") ) || ( kill.Weapon.Equals("U_Starstreak") ) || ( kill.Weapon.Equals("U_SteyrAug_M320_3GL") ) || ( kill.Weapon.Equals("U_SteyrAug_M320_FLASH") ) || ( kill.Weapon.Equals("U_SteyrAug_M320_HE") ) || ( kill.Weapon.Equals("U_SteyrAug_M320_LVG") ) || ( kill.Weapon.Equals("U_Tomahawk") ) || ( kill.Weapon.Equals("U_XM25") )
However, when the plug was found doing foul

Immediately on the server says: "XX use of weapons, kicked out of the server."

However, the implementation kicked out. Lagging 15-30 seconds

 

Are too many weapons code?

Because I can not set

Code:

(Kill.Damage.Equals ("ProjectileExplosive"))
Because it will prompt "Damage" does not exist

 

 

So I need a kick command lag solution

Or need an "Insane Limits" limit the number of snipers code

Thank you

If you are using Insane Limits version 0.9.16.0, you can use this as first_check Expression for all explosives:

 

Code:

(Regex.Match(kill.Category, @"(Impact|Explosive)").Success)
There are several Insane Limits sniper limits. Just type "sniper" into the Plugin Enhancements forum search.
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Originally Posted by w262035635*:

 

If you are using Insane Limits version 0.9.16.0, you can use this as first_check Expression for all explosives:

 

Code:

(Regex.Match(kill.Category, @"(Impact|Explosive)").Success)
There are several Insane Limits sniper limits. Just type "sniper" into the Plugin Enhancements forum search.
Set first_check to this Expression:

Code:

(Regex.Match(kill.Category, @"(ProjectileExplosive)").Success)
Set second_check to this Expression:

Code:

(Regex.Match(kill.Weapon, @""(U_C4|U_C4_Support|U_M15|U_SLAM|U_Grenade_RGO|U_M67|U_V40|EODBot|M224|UCAV|XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher|U_USAS-12|U_USAS-12_Nightvision)").Success)
But there is no effect

 

 

================================================== ======================================

 

 

I don't want to use this code

 

Code:

(Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success)
Because of "Explosive" category have "M34"

I don't want to ban M34

 

 

 

So I need to how to correctly set?

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Originally Posted by PapaCharlie9*:

 

Set first_check to this Expression:

Code:

(Regex.Match(kill.Category, @"(ProjectileExplosive)").Success)
Set second_check to this Expression:

Code:

(Regex.Match(kill.Weapon, @""(U_C4|U_C4_Support|U_M15|U_SLAM|U_Grenade_RGO|U_M67|U_V40|EODBot|M224|UCAV|XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher|U_USAS-12|U_USAS-12_Nightvision)").Success)
But there is no effect

 

 

================================================== ======================================

 

 

I don't want to use this code

 

Code:

(Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success)
Because of "Explosive" category have "M34"

I don't want to ban M34

 

 

 

So I need to how to correctly set?

You only need to set first_check. Leave second_check Disabled.

 

HOWEVER, if you want to exclude M34, do this:

 

Set first_check to this Expression:

 

Code:

(Regex.Match(kill.Category, @"(ProjectileExplosive)").Success)
Set second_check to this Expression:

 

Code:

(kill.Weapon != "U_M34")
You can use second_check to permit (make exceptions, allow) weapons from the first_check. Just use != (means: not equals).

 

For example, if you wanted to allow both U_M34 and Claymore, you would use second_check (kill.Weapon != "U_M34" && kill.Weapon != "U_Claymore").

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Originally Posted by w262035635*:

 

You only need to set first_check. Leave second_check Disabled.

 

HOWEVER, if you want to exclude M34, do this:

 

Set first_check to this Expression:

 

Code:

(Regex.Match(kill.Category, @"(ProjectileExplosive)").Success)
Set second_check to this Expression:

 

Code:

(kill.Weapon != "U_M34")
You can use second_check to permit (make exceptions, allow) weapons from the first_check. Just use != (means: not equals).

 

For example, if you wanted to allow both U_M34 and Claymore, you would use second_check (kill.Weapon != "U_M34" && kill.Weapon != "U_Claymore").

All right. Study.

But this has a drawback .. I can not add a single weapon.

If all use category. Would cause trouble to add other weapons alone

 

Set first_check to this Expression:

Code:

(Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success)
Set second_check to this Expression:

Code:

(kill.Weapon != "U_M34" && kill.Weapon != "U_Claymore")
Then these are prohibited weapons require a separate and this evil weapon category too much content

EOD Bot

MAV

USAS-12

USAS-12 FLIR

 

For example, one kind of shotgun ban alone

If I use category

You need to add a lot of exceptions weapons

 

So if there is a code

Directly in "first_check" category

In "second_check" check one weapon

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Originally Posted by LCARSx64*:

 

All right. Study.

But this has a drawback .. I can not add a single weapon.

If all use category. Would cause trouble to add other weapons alone

 

Set first_check to this Expression:

Code:

(Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success)
Set second_check to this Expression:

Code:

(kill.Weapon != "U_M34" && kill.Weapon != "U_Claymore")
Then these are prohibited weapons require a separate and this evil weapon category too much content

EOD Bot

MAV

USAS-12

USAS-12 FLIR

 

For example, one kind of shotgun ban alone

If I use category

You need to add a lot of exceptions weapons

 

So if there is a code

Directly in "first_check" category

In "second_check" check one weapon

You do this in first_check Expression:

Code:

(Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success && kill.Weapon != "U_M34" && kill.Weapon != "U_Claymore")
or:

Code:

(Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success && !Regex.Match(kill.Weapon, @"(U_M34|U_Claymore)").Success)
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Originally Posted by w262035635*:

 

You do this in first_check Expression:

Code:

(Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success && kill.Weapon != "U_M34" && kill.Weapon != "U_Claymore")
or:

Code:

(Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success && !Regex.Match(kill.Weapon, @"(U_M34|U_Claymore)").Success)
Thanks you help

 

 

 

The exception of the " M34 and Claymore"

And additional limit "M224 and USAS12 and EODBot" and so on

So this code also right?

 

Code:

(Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success && !Regex.Match(kill.Weapon, @"(U_M34|U_Claymore)").Success || Regex.Match(kill.Weapon, @"(EODBot|M224|U_USAS-12|U_USAS-12_Nightvision|UCAV|XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher)").Success)
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Originally Posted by LCARSx64*:

 

Thanks you help

 

 

 

The exception of the " M34 and Claymore"

And additional limit "M224 and USAS12 and EODBot" and so on

So this code also right?

 

Code:

(Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success && !Regex.Match(kill.Weapon, @"(U_M34|U_Claymore)").Success || Regex.Match(kill.Weapon, @"(EODBot|M224|U_USAS-12|U_USAS-12_Nightvision|UCAV|XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher)").Success)
This should work:

Code:

((Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success && !Regex.Match(kill.Weapon, @"(U_M34|U_Claymore)").Success) || Regex.Match(kill.Weapon, @"(EODBot|M224|U_USAS-12|U_USAS-12_Nightvision|UCAV|XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher)").Success)
Returns true for Explosive and ProjectileExplosive (except M24 & Claymore), EODBot, M224, USAS-12 & UCAV.
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Originally Posted by w262035635*:

 

This should work:

Code:

((Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success && !Regex.Match(kill.Weapon, @"(U_M34|U_Claymore)").Success) || Regex.Match(kill.Weapon, @"(EODBot|M224|U_USAS-12|U_USAS-12_Nightvision|UCAV|XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher)").Success)
Returns true for Explosive and ProjectileExplosive (except M24 & Claymore), EODBot, M224, USAS-12 & UCAV.
Thanks for your reply

But now returned to the old problem

Processing in violation of the player, always lags behind

What reason be?

 

 

lag1.jpg

 

lag2.jpg

 

 

You can see

Processing progress. Always lag about 20 seconds

 

Notice the time

You can see

Administrator message has declared to the server

But after the announcement. All reporting procon lag for 20 seconds

All struck record, also lags behind 20 seconds

 

at 21:35:53 ---- 21:36:14 Procon record blank 20 seconds

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Originally Posted by LCARSx64*:

 

Thanks for your reply

But now returned to the old problem

Processing in violation of the player, always lags behind

What reason be?

 

 

lag1.jpg

 

lag2.jpg

 

 

You can see

Processing progress. Always lag about 20 seconds

 

Notice the time

You can see

Administrator message has declared to the server

But after the announcement. All reporting procon lag for 20 seconds

All struck record, also lags behind 20 seconds

 

at 21:35:53 ---- 21:36:14 Procon record blank 20 seconds

Hmmm, I'm not too sure. Maybe it's queued causing a slight delay to command sending. Papa would have far more knowledge to answer this. :ohmy:
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Originally Posted by w262035635*:

 

Hmmm, I'm not too sure. Maybe it's queued causing a slight delay to command sending. Papa would have far more knowledge to answer this. :ohmy:

Is not this caused by queued

Because I have observed many times. Always trigger limit. Penalty kick, and when there lag 20 seconds

Yes, I may need to wait for Papa resolved

But thank you for your reply and help

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Originally Posted by PapaCharlie9*:

 

This should work:

Code:

((Regex.Match(kill.Category, @"(Explosive|ProjectileExplosive)").Success && !Regex.Match(kill.Weapon, @"(U_M34|U_Claymore)").Success) || Regex.Match(kill.Weapon, @"(EODBot|M224|U_USAS-12|U_USAS-12_Nightvision|UCAV|XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher)").Success)
Returns true for Explosive and ProjectileExplosive (except M24 & Claymore), EODBot, M224, USAS-12 & UCAV.
The point of using Regex.Match is to avoid having to type the whole weapon code. You don't need, for example, "UCAV" and "XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher". The first pattern will match the second one also. That's why the first expression is (Impact|Explosive) because Explosive also matches ProjectileExplosive.

 

You only need the case sensitive unique substring of all equivalent weapons in the match list.

 

I don't know what is causing your delay. Never seen anything like that before.

 

EDIT: Actually, since you pointed out that Procon itself stops logging for 20 seconds, that's a symptom of some plugin going into a loop while processing an event. I've seen that happen with TrueBalancer.

 

What are your Action settings for Kick and Say? Maybe it is something in there.

 

What other plugins are you running? Are you running TrueBalancer?

 

EDIT: Or are you running any Procon Rulz or other limits that go into some kind of loop? That would cause the 20 second delay. You might have to disable rulz, limits and other plugins, one by one, to discover which one is causing the delay.

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Originally Posted by w262035635*:

 

The point of using Regex.Match is to avoid having to type the whole weapon code. You don't need, for example, "UCAV" and "XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher". The first pattern will match the second one also. That's why the first expression is (Impact|Explosive) because Explosive also matches ProjectileExplosive.

 

You only need the case sensitive unique substring of all equivalent weapons in the match list.

 

I don't know what is causing your delay. Never seen anything like that before.

 

EDIT: Actually, since you pointed out that Procon itself stops logging for 20 seconds, that's a symptom of some plugin going into a loop while processing an event. I've seen that happen with TrueBalancer.

 

What are your Action settings for Kick and Say? Maybe it is something in there.

 

What other plugins are you running? Are you running TrueBalancer?

 

EDIT: Or are you running any Procon Rulz or other limits that go into some kind of loop? That would cause the 20 second delay. You might have to disable rulz, limits and other plugins, one by one, to discover which one is causing the delay.

The point of using Regex.Match is to avoid having to type the whole weapon code. You don't need, for example, "UCAV" and "XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher". The first pattern will match the second one also. That's why the first expression is (Impact|Explosive) because Explosive also matches ProjectileExplosive.

 

You only need the case sensitive unique substring of all equivalent weapons in the match list.

 

I don't know what is causing your delay. Never seen anything like that before.

 

EDIT: Actually, since you pointed out that Procon itself stops logging for 20 seconds, that's a symptom of some plugin going into a loop while processing an event. I've seen that happen with TrueBalancer.

 

What are your Action settings for Kick and Say? Maybe it is something in there.

 

What other plugins are you running? Are you running TrueBalancer?

 

EDIT: Or are you running any Procon Rulz or other limits that go into some kind of loop? That would cause the 20 second delay. You might have to disable rulz, limits and other plugins, one by one, to discover which one is causing the delay.

 

Thank you for your answer

I think I understand how to simplify this code

 

But on the lag issues, and I did a test.

Turn off all the plug-ins,

Retain only "Insane Limits"

 

Close the plug-ins include

1.ProconRulz - 44j.1

2.PB Hack Logger - 1.1.1.0

3.MULTIbalancer - 1.1.2.0

4.Metabans - 1.0.6.0

 

But when players use restricted weapons or the same situation:

The implementation of "admin say% p_n% Use Weapon (% w_n%), = Kick = [AutoAdmin]" immediately

Lag 10-20 seconds to perform "" Kick Player ""

 

 

The screenshot below. Configuration plugin

 

set1.jpg

 

set2.jpg

 

set3.jpg

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Originally Posted by LCARSx64*:

 

The point of using Regex.Match is to avoid having to type the whole weapon code. You don't need, for example, "UCAV" and "XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher". The first pattern will match the second one also. That's why the first expression is (Impact|Explosive) because Explosive also matches ProjectileExplosive.

 

You only need the case sensitive unique substring of all equivalent weapons in the match list.

Oops, yep my bad. I wasn't really thinking when I did that. I usually don't write this sort of thing, usually commands and I match on whole words allowing for similar command keywords, e.g. Code:
if (!Regex.Match(command, @"^\b(CMDA|CMDB|CMDC)\b", RegexOptions.IgnoreCase).Success) return false;
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Originally Posted by PapaCharlie9*:

 

Thank you for your answer

I think I understand how to simplify this code

 

But on the lag issues, and I did a test.

Turn off all the plug-ins,

Retain only "Insane Limits"

 

Close the plug-ins include

1.ProconRulz - 44j.1

2.PB Hack Logger - 1.1.1.0

3.MULTIbalancer - 1.1.2.0

4.Metabans - 1.0.6.0

 

But when players use restricted weapons or the same situation:

The implementation of "admin say% p_n% Use Weapon (% w_n%), = Kick = [AutoAdmin]" immediately

Lag 10-20 seconds to perform "" Kick Player ""

 

 

The screenshot below. Configuration plugin

 

set1.jpg

 

set2.jpg

 

set3.jpg

I don't see anything obvious. I just tried the same limit on a full server and it worked fine, no delay.

 

Are you using a layer? You need to disable the plugins on the layer.

 

Alternatively, if you normally use a layer, you can try directly connecting to your game server with Procon and ONLY enable Insane Limits with that direct connection. You can leave the other plugins on (NOT Insane Limits) on your layer.

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Originally Posted by w262035635*:

 

I don't see anything obvious. I just tried the same limit on a full server and it worked fine, no delay.

 

Are you using a layer? You need to disable the plugins on the layer.

 

Alternatively, if you normally use a layer, you can try directly connecting to your game server with Procon and ONLY enable Insane Limits with that direct connection. You can leave the other plugins on (NOT Insane Limits) on your layer.

yes. i using a layer...

I had tried. Closed all plugins in the layer

But still there lag

 

But I use Direct Connect. Did not appear in this case

So .. I need to remove all the layer files? Reinstall?

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Originally Posted by LCARSx64*:

 

yes. i using a layer...

I had tried. Closed all plugins in the layer

But still there lag

 

But I use Direct Connect. Did not appear in this case

So .. I need to remove all the layer files? Reinstall?

Just a thought, is your layer hosted in the same city/country as your server?
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Originally Posted by w262035635*:

 

Just a thought, is your layer hosted in the same city/country as your server?

yse...Using my friend's servers

Delay is less than 10

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Originally Posted by PapaCharlie9*:

 

yes. i using a layer...

I had tried. Closed all plugins in the layer

But still there lag

 

But I use Direct Connect. Did not appear in this case

So .. I need to remove all the layer files? Reinstall?

No.

 

Continue to use your layer, just disable Insane Limits on the layer. No need to remove anything.

 

ALSO, use a separate direct connect Procon connection and ONLY enable Insane Limits on it. Do all your Insane Limits on the direct connection.

 

You can control a game server from multiple Procon instances, as long as there is no overlap in what each of Procon instances are responsible for. In other words, each plugin should only be enabled on one Procon at a time.

 

You can have one local Procon client with two connections, one to your layer, and one directly to your game server.

 

The thing you must remember is that if you do admin commands, like kick a player from Procon, you should do so from the layer connection rather than from the direct connection, UNLESS you are the only admin, then it doesn't matter. If there are other admins, all admins should use the layer to do stuff like kick players.

 

 

 

BTW, this indicates that there is some kind of problem with your layer Procon. Not sure what exactly it is, but if a direct connect has no lag to the same game server, something is wrong on the layer end. Maybe reinstalling might help, but I doubt it. It is such a specific error.

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Originally Posted by w262035635*:

 

No.

 

Continue to use your layer, just disable Insane Limits on the layer. No need to remove anything.

 

ALSO, use a separate direct connect Procon connection and ONLY enable Insane Limits on it. Do all your Insane Limits on the direct connection.

 

You can control a game server from multiple Procon instances, as long as there is no overlap in what each of Procon instances are responsible for. In other words, each plugin should only be enabled on one Procon at a time.

 

You can have one local Procon client with two connections, one to your layer, and one directly to your game server.

 

The thing you must remember is that if you do admin commands, like kick a player from Procon, you should do so from the layer connection rather than from the direct connection, UNLESS you are the only admin, then it doesn't matter. If there are other admins, all admins should use the layer to do stuff like kick players.

 

 

 

BTW, this indicates that there is some kind of problem with your layer Procon. Not sure what exactly it is, but if a direct connect has no lag to the same game server, something is wrong on the layer end. Maybe reinstalling might help, but I doubt it. It is such a specific error.

okay thank you for your reply

Insane Limits - 0.9.16.0

This plugin has this program do?

Like ProconRulz - 44j.1

Use "XX.txt filename" "read code

 

 

I think this is very good

Other administrators can avoid malicious modification

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Originally Posted by guapoloko*:

 

Papa9, these messages appearing in this inssane limits of one of my servers. What is causing this?

 

[14:59:17 35] [insane Limits] WARNING: could not determine value for server.Gamemode in replacement

[14:59:17 35] [insane Limits] WARNING: could not determine value for server.MapFileName in replacement

[14:59:17 35] [insane Limits] WARNING: could not determine value for server.Gamemode in replacement

[14:59:17 35] [insane Limits] WARNING: could not determine value for server.MapFileName in replacement

[14:59:17 35] [insane Limits] WARNING: could not determine value for server.Gamemode in replacement

[14:59:19 68] [insane Limits] WARNING: could not determine value for server.MapFileName in replacement

[14:59:19 68] [insane Limits] WARNING: could not determine value for server.Gamemode in replacement

[14:59:19 68] [insane Limits] WARNING: could not determine value for server.MapFileName in replacement

[14:59:19 68] [insane Limits] WARNING: could not determine value for server.Gamemode in replacement

[14:59:19 68] [insane Limits] WARNING: could not determine value for server.MapFileName in replacement

[14:59:19 68] [insane Limits] WARNING: could not determine value for server.Gamemode

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Originally Posted by PapaCharlie9*:

 

Papa9, these messages appearing in this inssane limits of one of my servers. What is causing this?

Probably because Gamemode and MapFileName are empty strings or null. There is a period of time when the server if changing maps that serverInfo returns empty string for map and mode names.

 

You can find out for sure by setting debug_level to 6 when it happens. You'll get an error message like this:

 

Advanced replacement failed for server.Gamemode with result? and error:?

 

As soon as you have a few of the error messages, you can set debug_level back down to 2.

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Originally Posted by HARDCOREBF*:

 

Hi , i have this msgs starting to show

[11:37:44 02] [insane Limits] ERROR: could not find weapon Gameplay/Vehicles/A-10_THUNDERBOLT/A10_THUNDERBOLT in dictionary

[11:37:44 02] [insane Limits] ERROR: could not find weapon Gameplay/Vehicles/A-10_THUNDERBOLT/A10_THUNDERBOLT in dictionary

[11:42:31 54] [insane Limits] Thread(fetch): DONE inserting 1 new players, 0 still in queue, took a total of 2 secs

[11:43:19 11] [insane Limits] ERROR: could not find weapon Gameplay/Vehicles/Centurion_C-RAM/Centurion_C-RAM in dictionary

[11:43:19 11] [insane Limits] ERROR: could not find weapon Gameplay/Vehicles/Centurion_C-RAM/Centurion_C-RAM in dictionary

[11:43:37 24] [insane Limits] ERROR: could not find weapon Gameplay/Vehicles/Venom/Venom in dictionary

[11:43:37 24] [insane Limits] ERROR: could not find weapon Gameplay/Vehicles/Venom/Venom in dictionary

any ideas?
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Originally Posted by LCARSx64*:

 

Hi , i have this msgs starting to show

 

 

any ideas?

Odd, if you have the latest bf4.def file it should be fine, just make sure it's in /Configs/ folder
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